Removed some debug code
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@@ -114,12 +114,13 @@ void main()
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int start = int(LightGrids.Data[currentTile].Start);
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int amount = int(LightGrids.Data[currentTile].Amount);
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//for(int i = 0; i < 3; i++)
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for(int i = start; i < start + amount; i++) {
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int l = int(LightIndex[i]);
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LightSource light = LightSources.List[l];
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LightResult result;
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LightResult result;
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if(light.Type == 1) { // point
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result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
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} else if (light.Type == 2) { //Directional
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@@ -136,12 +137,15 @@ void main()
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//fragmentColor += Input.DiffuseColor + vec4(0.0, LightGrids.Data[currentTile].Amount/3, 0, 1);
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//fragmentColor = texel * Input.DiffuseColor * Color;
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//fragmentColor += vec4(currentTile/3600.f, 0, 0, 1);
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
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//fragmentColor += vec4(0.5, 0, 0, 0);
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} else {
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//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
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}
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//Tiled Debug Code
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/*
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
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fragmentColor += vec4(0.5, 0, 0, 0);
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} else {
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fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
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}
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*/
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}
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@@ -95,7 +95,6 @@ void LightCullingPass::FillLightList(RenderScene& scene)
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//p.Padding = 123.f;
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p.Type = LightSource::Point;
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m_LightSources.push_back(p);
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}
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}
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for(auto &job : scene.DirectionalLightJobs) {
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@@ -107,7 +106,6 @@ void LightCullingPass::FillLightList(RenderScene& scene)
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p.Intensity = directionalLightJob->Intensity;
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p.Type = LightSource::Directional;
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m_LightSources.push_back(p);
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}
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}
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}
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